Table of Contents
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Aquam
CREO AQUAM
A Tub of Water
CrAq 4
R: Touch, D: Sun, T: Ind
Fills a tub with water. The water will stay until sundown, sunset, or it is dismissed.
(Base 2, +1 Touch, +1 Diam, Harnessed, Tethered)
MUTO AQUAM
A Sip of Wine
MuAq 4
R: Touch, D: Diam, T: Ind
Transforms a goblet of water or other potable liquid into wine for a couple of minutes.
(Base 2, +1 Touch, +1 Diam)
Auram
CREO AURAM
A Cool Breeze
CrAu 4
R: Voice, D: Diam, T: Ind
Creates a cooling breeze that will last for a couple of minutes.
(Base 1, +2 Voice, +1 Diam)
Corpus
INTELLIGO CORPUS
Physician's Sense
InCo 4
R: Per, D: Mom, T: Ind
Like The Physician’s Eye, this spell
determines the general health of the caster. It is useful in discovering if a common cold or recurring ache is actually something more severe.
(Base 4)
MUTO CORPUS
Bushy Tail of the Branch Dancer
MuCo(An) 5
R: Touch, D: Sun, T: Ind
The target gains the long tail of a squirrel, giving him a +3 to all rolls to keep his balance.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Disguise of the Transformed Body
MuCo 5
R: Per, D: Sun, T: Ind
Changes one aspect of the face and body of the caster
(Base 3, + 2 Sun, Harnessed)
Ears of the Hare
MuCo(An) 5
R: Touch, D: Sun, T: Ind
The target gains the auditory ability of a hare, granting him +1 on Perception rolls that involve hearing.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Eyes of the Hawk
MuCo(An) 5
R: Touch, D: Sun, T: Ind
The target gains the eyes of a hawk, which allows him to clearly see for vast distances.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Slime of the Muck Dweller
MuCo(An) 5
R: Touch, D: Sun, T: Ind
The target gains the slippery, slimy skin of an eel, which gives him a +6 bonus to his Defense Total against grappling attacks.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Slipperiness of the Eel
MuCo(An) 5
R: Touch, D: Sun, T: Ind
Makes the target’s body supple and stretchy for Sun duration, providing a +3 bonus to any rolls to wiggle through small cracks.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Stickiness of the Lizard's Toes
MuCo(An) 5
R: Touch, D: Sun, T: Ind
Makes the caster’s hands and feet sticky for Sun duration, providing a +3 bonus to all climbing rolls; but can prove quite annoying otherwise.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Sure-Footedness of the Crag Leaper
MuCo(An) 5
R: Touch, D: Sun, T: Ind
The target gains the hooves of a mountain goat, giving him a +3 to all rolls to climb and descend steep cliffs and precipitous crags.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Track by Scent
MuCo(An) 5
R: Touch, D: Sun, T: Ind
For the duration of the spell, the target’s sense of smell is as sensitive as a staghound’s.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
Webbed Feet of the Merman
MuCo(An) 5
R: Touch, D: Sun, T: Ind
The target gains the feet of a frog, giving him a +3 to rolls to swim in still or slowly moving water.
(Base 2, + 1 Touch, + 2 Sun, requisite free, Harnessed, Tethered)
REGO CORPUS
Curse of the Tripping Foot
ReCo 5
R: Voice, D: Conc or Diam, T: Ind
Causes the target's foot to twitch, forcing him to make a Dex + Athletics check at Ease Factor 9(?) to avoid tripping
(Base 2, + 2 Voice, + 1 Conc or Diam)
Curse of the Unruly Tongue
ReCo 5
R: Voice, D: Conc or Diam, T: Ind
Causes the target to stutter and slur words. Communication rolls are at –3. Spoken spells are at –6 to the spellcasting roll, and there is an extra botch die.
(Base 2, + 2 Voice, + 1 Conc or Diam)
In Christ's Footsteps
ReCo 5
R: Per, D: Conc or Diam, T: Ind
Allows the caster to walk on water.
(Base 4, + 1 Conc or Diam)
Herbam
CREO HERBAM
The Apprentice's Delight
CrHe 3
R: Touch, D: Dia, T: Ind
This spell creates a ripe piece of fruit that lasts for two minutes, long enough to be gobbled down. The fruit provides no nourishment; its pleasure is in the sweetness of eating it.
(Base 1, + 1 Touch, + 1 Diameter)
Ignem
CREO IGNEM
A Brief Candle
CrHe 3
R: Per, D: Conc or Diam, T: Ind
This spell creates a light equivalent to candlelight in the caster's hand. Lucas often uses it when he needs to get up in the middle of the night.
(Base 2, + 1 Touch, + 1 Concentration or Diameter, Harnessed)
Heating the Bath Water
CrIg 4
R: Touch, D: Mom, T: Ind
This spell heats the water in a tub until it's a perfect temperature for a hot bath.
(Base 3, + 1 Touch)
A Hot Cup of Tea
CrIg(Aq) 4
R: Touch, D: Mom, T: Ind
This spell heats the liquid in a container until it is piping hot. Lucas often uses it for teas and tisanes.
(Base 3, + 1 Touch)
Imaginem
CREO IMAGINEM
Fine Image in the Palm of My Hand
CrIm 5
R: Touch, D: Conc or Diam, T: Ind
This spell creates a small, moderately complex visual illiusion in the palm of the caster's hand.
(Base 3, + 1 Touch, +1 Conc/Diam, +1 complexity)
Illusion in the Palm of My Hand
CrIm 5
R: Touch, D: Conc or Diam, T: Ind
This spell creates a small visual and auditory illusion in the palm of the caster's hand.
(Base 3, + 1 Touch, +1 Conc/Diam)
Image in the Palm of My Hand
CrIm 4
R: Touch, D: Conc or Diam, T: Ind
This spell creates a small visual illiusion in the palm of the caster's hand.
(Base 3, + 1 Touch, +1 Conc/Diam)
Image of a Single Sense
CrIg 4
R: Voice, D: Conc or Diam, T: Ind
This spell creates the illusion of a single sense within voice range, e.g., an image, a sound, a smell, etc..
(Base 1, +1 Conc or Diam, + 2 Voice)
Nuanced Image of a Single Sense
CrIg 5
R: Voice, D: Conc or Diam, T: Ind
This spell creates a moderately complex illusion of a single sense within voice range, e.g., an image, a sound, a smell, etc..
(Base 1, +1 Conc or Diam, + 2 Voice, +1 complexity)
MUTO IMAGINEM
A False Image
MuIm 4
R: Touch, D: Sun, T: Ind
Changes the appearance of a single object.
(Base 1, + 1 Touch, +2 Sun)
Terram
REGO TERRAM
A Clean Tunic
ReTe 3
R: Touch, D: Mom, T: Ind
Causes all the dirt on the target to immediately fall to the ground beneath it.
(Base 2, + 1 Touch)
Vim
INTELLIGO VIM
Sense the [TYPE] Power
InVi 2
R: Per, D: Mom, T: Ind
Tells the caster whether he is in a TYPE (magical, faerie, divine, or infernal) aura.
(Base 2)
REGO VIM
Circular Ward Against Demons
ReVi 4 or 5
R: Touch, D: Ring, T: Circle
Keeps out creatures with an infernal might equal to or less than the level of the spell.
(Base 4 or 5)
Common Non-Fatiguing Spontaneous Spells
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* - when cast in Magical Aura at Arans castle.